using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class SkeletonIdleState : SkeletonGroundedState
{
    public SkeletonIdleState(Enemy enemyBase, Enemy_Skeleton enemy, StateMachine<EnemyState> stateMachine, string animBoolName) : base(enemyBase, enemy, stateMachine, animBoolName)
    {
    }

    public override void Enter()
    {
        base.Enter();
        stateTimer.Timer = enemy.idleTime;
        enemy.SetZeroVelocity();
    }

    public override void Exit()
    {
        base.Exit();
    }

    public override void Update()
    {
        base.Update();
        if (stateTimer.isOver())
        {
            stateMachine.ChangeState(enemy.moveState);
        }
    }
}
